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What ever happened to AI?

What ever happened to AI?

A look how middleware can get AI back on the right track

Back when the original Halo helped launch the Xbox into the popular consciousness, it was difficult to pick up a game magazine and read a review that didn’t mention AI.

Thanks to Bungie’s efforts to create a believable battlefield experience, gamers had their eyes opened to the possibilities: enemies could be more than pop-up targets in a shooting gallery, and proper adversaries. Remember the first time you played Half-Life, and a soldier tried to flush you out by throwing a grenade into your warm little cubby hole?

Fast forward to the end of the decade, though, and AI isn’t quite such a hot topic. Every now and then there’s a game that shows something new, but for the most part gamers realised that for every game pushing the boundary there were ten that didn’t. We’d reached a new level, but failed to go any further.

Despite even a new hardware generation, the advances didn’t seem that palpable to the people playing. So what happened? For the most part, it’s not like there wasn’t actually any progress: the environments that level designers and artists created got bigger and more complex, thus leading to more work having to be done on things like pathfinding and navigation.

This decade also saw physics come into its own, and game designers revelled in throwing as much around as they could. But that created a huge problem in, once again, pathfinding and navigation – things that seem so simple and so normal to players, but present a massive challenge to developers. In order to go beyond focusing all their efforts on just these low-level necessary tasks, a number of companies are providing AI middleware to help.

CAUSING HAVOK
“Today the term AI middleware is loosely defined – certainly far more loosely than say physics or animation middleware,” says Dave Gargan, principle engineer at Havok, which this year introduced its first AI middleware product.

“Havok AI focuses on a set of low level AI services centered on efficient and reliable pathfinding and following for dynamic environments. Developers understand where that starts and ends and how it can integrate in their existing pipelines. Anything higher level should require significant convincing. I’m not convinced that there are widely applicable general approaches yet that are suitable as middleware.”

German developer Xaitment, however, believes that there is a place for higher-level AI middleware – in particular, tools that help designers implement and tune complex behaviours beyond the sort that we currently see today.

“It is not a lack of CPU power that limits the AI in a lot of the games these days, it’s the fact that there are not suitable tools to make the implementation of AI faster and easier,” explains the company’s CEO, Dr. Andreas Gerber.

“Especially at the end of the development process, when the pressure grows and grows, we always see that developers go back to their old, well known tools or do everything by hand. But these tools don’t solve the ‘old’ problems, and that’s exactly the reason why we developed our modular AI approach to help in the development process.”

INTELLIGENT DESIGN
A real problem to seeing AI middleware become more adopted, believes Gerber, is that AI programmers often feel that their livelihood is at stake if they defer to outside techology. “Our experience over the past five years is that, the smaller the development team, the more programmers really believe that they can do everything on their own. We often see the typical ‘not-invented-here-syndrome’ that makes project planning and managing a nightmare in the end.”

“Look at the Halo series, or the Forza series, both of which have amazing AI. All these game studios do one thing right: they are aware that AI is as important as graphics and physics, and therefore spend the same amount of money for developing the AI. These teams have up to 12 people concentrating on AI and content for AI, over the space of the whole project.”

One thing that Xaitment always promotes is the idea of a new role in the team: the AI designer.

“He or she develops all the behaviours and configuration of the NPCs as the game designer dictates. This seems obvious to us – why should a programmer do design tasks? He is not the specialist. A programmer can implement the algorithms, but the creative things should be done by people who are trained to do just that. By using middleware and working together with AI specialists, really good-looking AI can be implemented with much smaller budgets.”

Incorrect Premises

posted by Dave Mark Jan 28, 2010 at 8:33 pm
1
Dave Mark

I would argue that a couple of the key premises that this column is based on are flawed.

"Fast forward to the end of the decade, though, and AI isn’t quite such a hot topic."

Considering that we have just posted information for the 2nd annual AI Summit at GDC, I would contend that AI is one of the most sought-after topics in the game development world right now. You can see the details of what we are covering this year here:

http://bit.ly/AISummit
http://bit.ly/9nXJqO

"We’d reached a new level, but failed to go any further."

The irony of this is... the better the AI, the less that people notice it. As humans, we notice things that are out of place or odd. For example, we don't notice the good drivers on the street... we notice the bad ones. If AI does natural, logical, life-like things, it doesn't attract our attention. It doesn't break our immersion. There have been plenty of advancements in AI in the past 10 years... even the past 5. The problem is, only the AI folks "see" it... the players "feel" it.

"A real problem to seeing AI middleware become more adopted, believes Gerber, is that AI programmers often feel that their livelihood is at stake if they defer to outside technology."

Actually, one of the issues that many developers have with AI middleware products is that there is often a requirement to build a world model to match the tool rather than the preferred method of building the tool to match the designed world model. AI developers realize this is a challenge and have been making steps to address it. The good news is that some of them (including the folks at Xaitment) are making strides in this area.

Please join us for the AI Summit at GDC. It is easily one of the most important AI-related events of the year.

Dave Mark
President & Lead Designer
Intrinsic Algorithm
GDC AI Summit Advisor

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I think

posted by Grazory Jan 28, 2010 at 8:56 pm
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Grazory

Looks to me Dave like this was a piece designed to provoke thought about the subject around AI - and clearly it has.

I think it makes some good points when you look at it from the POV of a developer trying to make a feature-set appealing to the marketing team and producers.

Not sure about your points on coding/tools advancement, though - I'm an artist! :)

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Could be...

posted by Dave Mark Jan 28, 2010 at 11:27 pm
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Dave Mark

That could very well be, but making some of the claims that imply no one is really thinking about or addressing AI - and that no progress has been made as a result - falls rather flat.

I agree that it is nice to ponder how the development of tools can help the process, but this is over and above the strides that are being made every year - every day. None of these tools are going to swoop in and do anything revolutionary. They are merely a toolset of long-since-standardized methodologies to make the mundane tasks a little easier.

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But...

posted by Grazory Jan 29, 2010 at 2:21 am
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Grazory

That may well be, yes - but this piece is right, I think, in that in the wider games world AI is one of those areas which is debated less by the those outside looking in. And the piece doesn't really refute your claim that strides aren't being made - it agrees with your earlier point by saying the progress is there, but is less noticeable.

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....

posted by italo Jan 29, 2010 at 2:36 pm
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italo

I think he is right, maybe now the focus is changing ..but AI could now be as great as graphics are....

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Getting there

posted by Dave Mark Jan 29, 2010 at 3:59 pm
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Dave Mark

Heh... hang in there, folks. We're working on it! :-)

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